Adrian is here!! 🥳🎉
AnasAbdin
$LAYYYTER

Janaina Medeiros

roma★

#extradirty
Xuebing Du
Peter Solarz
i don't do bad sauce passes
Jules of Nature
Aqua Utopia|海の底で記憶を紡ぐ
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YOU ARE THE REASON

izzy's playlists!

let's talk about Bridgerton tea, my ask is open

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he wasn't even looking at me and he found me
we're not kids anymore.
Game of Thrones Daily

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@mx-marrow
Adrian is here!! 🥳🎉

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I forgot what I wanted to write down here.
it means so much to me that rocky's lead puppeteer james ortiz got to voice him and got like. full billing right next to ryan gosling in the opening credits. and he's gotten to do interviews and red carpet appearances and talk about puppetry and it's all being taken so seriously just like he's any other type of actor. gonna make me cry fr. like they could have gotten some famous person to be rocky's voice to try and pull more star power but. they went with the guy who acted him. and like of course they did. like there he is. how could they do anything else. he's right there and he's perfect
art as a hobby is great because I can just draw whatever the hell I want Spinosaurus mirabilis

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sorry to tack on but i have a folder full of these images bc i collect ones that make me laugh, MY TIME HAS COME
@zoethesportsblog
a few of my favorites
a new one just dropped
had to add a couple favs from my personal collection

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If you're a longtime Spore enjoyer like myself, I'm sure you've seen these videos or others like them, where invisible limbs (either with vanilla glitches or from the Dark Injection mod) are utilized to make creatures that float above the ground, giving them the illusion that they're flying (or swimming).
But the most well-known, "tried and true" method has always felt a bit...
... janky.
This is achieved by attaching a single invisible limb to the front of the creature, which causes it to walk by hopping on that invisible leg. The single-legged walk cycle gives the appearance that the creature is flapping itself up and down, either flying with its wings or swimming by propelling its tail. The length and angle of the leg changes the stride, and in turn changes the speed of the "flight".
However, I'm not satisfied with my dragon being so floppy. It might work fine for some creatures, but the exaggerated animation is simply too exaggerated for my tastes.
So I've done some experimenting. The method I came up with a couple years ago isn't too different, but it has three feet instead of one.
This smoother motion is definitely an improvement, and it's what I use for most of my floaty creatures. Yet, I still wasn't satisfied with this dragon's flight. The tail still feels a bit too floppy, and it looks like it's leading with its chest rather than flying with its wings, as if it's being dragged along by something.
This design proved to be a winner! The wings look more like they're providing powered flight, and the floppiness level of the rear is more appropriate. The legs are a bit cumbersome, but since they're invisible limbs, they won't render when the creature is encountered in-game.
But as I was composing this post, I thought to myself...
can I make the wings truly flap?
The answer is yes, it can be done!
With another pair of invisible legs attached at the elbow joint of the wings, each with three feet, this dragon has truly taken flight! It certainly isn't perfect, but considering the capabilities and limits of Spore, I'd say it's pretty damn good.
The limb that creates the wing, the one which these new invisible legs are attached to, isn't just cosmetic--it's a fully functional wing limb from the Unshackled mod (check out my review of the mod here!). The wing limb provides the creature with the glide ability, complete with animation. Miraculously, even with these invisible legs attached, the wing limb animates exactly as it should. I really did not expect that.
So there you have it: a dragon in Spore that is fully capable of flight, both in animation and ability.
...I will say, it's deeply fascinating that the Spore community has basically re-created the sort of techniques practical effects folks would use for puppetry with wire removal/green-screen due to the limitations of their medium.
Video games kinda suck at designing female heroes
In 2002, the photographer Howard Schatz published a photo collection called "Athlete" featuring pictures of, well, various top athletes from every sport and genre. These are some of the women he photographed, and the thing I want you to do in your head is compare the variety of humans that you're seeing here to the variety of humans you see in the cast list of your favourite video games.
These women are all in peak human condition for their fields - if you wanted to design a character who is tough and strong, these are the kinds of bodies you should look to for reference on what that looks like. You tell me how many video games or comics or movies or anime create their characters with even this limited variety in shape and size.
Of course, realism is not the end-all and be-all, fantasy characters don't need to be realistic, but if you are given the chance to make a character look like literally anything and justify it by "magic," and the only thing you do is reproduce the same 3 or 4 generically hot women over and over again, you are doing character design very poorly, in my opinion.
the hq photo of both men and women
A lot of people on twitter wanted me to explain how I draw expressions, so here you go
Unless you're drawing explicit realism, in my opinion, expressions should be exaggerated to some degree. If you aren't doing a 1:1 recreation, the point is to get the FEELING across. Try making the expression you want to draw and feeling how your face pinches and stretches.
Skin doesn't just "disappear" when your face moves it around --- that's where wrinkles come from! Pay attention to where your skin creases when you emote, and use it to your benefit. It's a fine line between overdoing it and underdoing it -- find your own balance.
Ultimately, every expression has a little bit of push and pull, unless your face is completely neutral (and even then, there are still some wrinkles...). Learning to think of expressions as actions and reactions is VERY helpful in learning to draw them without needing a reference, and in learning how to stylize and push expressions based on references as well!
I think a lot of people end up with stiff or unexpressive emotions in their art because they're just trying to recreate a picture instead of understanding WHY and HOW the face is moving --- and it's a tough thing that takes a while to really pick up and learn. Hopefully is helpful in showing a way of thinking about it that can influence your process and approach to emotions!!!
Also, bonus: even without the lines, the planes alone still show a LOT of emotion.
This one resonated with me

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He gets up like nothing happened . he doesn't even care
You can pinpoint the exact moment he turns to liquid
*wakes up* oh no. Not again